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If you use AC are you able to use independent character controllers or unsupported Unity assets?

If you use AC are you able to use independent character controllers or unsupported Unity assets?

Like say I want to use this character controller: https://assetstore.unity.com/packages/tools/physics/character-movement-fundamentals-144966

Or want to implement Mesh Slicer at some point: https://assetstore.unity.com/packages/tools/modeling/mesh-slicer-59618

Would using the above assets not be 'compatible' with "Adventure Creator"? I don't really understand how AC works so I'm not sure what it takes to make something work with it. It is very tempting to use AC for the awesome Inventory/Save/Interaction systems but I'm scared it'll restrict me from using other awesome stuff that's not officially AC-supported.
Please explain for this newbie to understand?

Comments

  • Welcome to the community, @hm847. It's a valid question, so I'd like to clear things up for you if I can.

    First of all, AC is intended to be a standalone package - in that it is designed to be able to help you create a game (traditional adventure) on its own. It's very much a "base layer" asset, in that it would be the primary asset controlling things - with other assets (if present) used in a secondary / supplimental capacity.

    For example: AC would control which character is the Player and what he can do, but a character controller asset would then control their actual motion.

    It is certainly possible to use other controller assets with AC, but an integration script is required to bridge the two together. The general steps involved are covered in the Manual's "Custom motion controllers" chapter, as well as this tutorial. A number of sample integrations for other assets (e.g. Unity's own Third Person Controller) can be found on the AC wiki. The Manual's "Integrating new code" chapter also gives an overview of the various tools AC provides.

    Scripting knowledge is required, naturally, but while the above resources aim to ease things - it should be said that no two integration scripts are alike. The extent of an integration between two such assets will vary with the needs of a project, and how this is achieved will also depend on how the other asset is designed. But on a fundamental level, I see no reason why the controller asset you bring up couldn't be used.

    The other asset, Mesh Slicer, doesn't seem to be something that would conflict so much - in that it does something totally separate to AC. How it would integrate would really depend on how you'd want AC to make use of it. If the two were kept separate, gameplay-wise, you may find they can both exist naturally just fine.

    But for integrating with AC in some particular way, e.g. storing its state in save game files, you can create a custom save component for that, too - see this tutorial.

    So, in short, yes: these should be possible - though likely not instantly out-of-the-box. I would, however, recommend getting to grips with AC "on its own" to understand how its intended to work first. AC's own character control system should be enough to get to grips with first, before you bring in a specialised controller for the more specific motion you're looking for.

  • edited April 2020

    @ChrisIceBox Thanks so much! That's assuages a lot of my concerns especially since I am quite comfortable with scripting. Appreciate the detailed response, I'll check out the links and see where things go!

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